andreyy
02-09-2010, 12:05 PM
Why? Because YerkYerk needs a rival ;p
Background:
This mastery is inspired by people like (surprise!) exorcists, witch hunters and institutions like Inquisition. It wouldn't be purely a caster mastery, though most of the skills would be spells.
Here are some skill ideas, to give you the picture:
Cleansing Strike
target, melee attack
Exorcist strikes the target with fury, releasing a wave of (holy?) energy. All, negative buffs suffered by the Exorcist are transfered to the target for full duration and to the secondary targets (damaged by the wave) for half the duration.
Ad.1. If you keep the structure, where you have skills which enhance other skills, a "subordinate" skill could add the wave effect or modify it in some way and/or make it work the other way around - that positive buffs on the target would be transfered to the Exorcist.
Ad.2. You could have the wave's shape vary, depending on which weapon the Exorcist is using. Smashing the target with a mace/hammer, would release a sort of a nova (damage in a circle around the target). Slashing the target with a sword would release a wave in a cone, behind the target. Thrusting him with a spear would cause linear damage, behind the target.
Notes: 'Holy' could not be a proper word here, while we do not know all the lore details.
Banish
target area debuff
The Exorcist banishes all enemy units in target area from this plane of the world, making them ethereal. Foes affected miss their attacks, but are also harder to hit (evasion) and suffer additional damage from spells/magic.
Notes: you could say it's partly ripped off from Warcraft 3, the Bloodmage. It is, since that game once defiled my mind by a lot ;)
Flaming Zeal
activable/aura, area of effect debuff, draining a lot of mana
The Exorcist starts his incantations, setting all, nearby, enemy units on fire. Damage + some secondary effect (decreased armour, whatever)
Ad.1. In-class synergy with Banish. Any, AoE damaging spell would work well with Banish.
Ad.2. It could burn the Exorcist too - then it could be used in conjunction with Cleansing Strike, to extend the duration of burn on enemy units.
Ad.3. An upgrade of this spell could add some buff for allies.
Notes: it should drain a lot of mana, unlike all those TQ aura spells. You shouldn't be able to regenerate mana fast enough to have it on for too long.
Holy Water
activable, draining mana on attack or a left-click attack enhancer
Exorcist soaks his weapon in an enchanted concoction, making his attacks deal additional damage to evil creatures (or a group of evil creatures, for example, demons) and making them miss their attacks.
Notes: Possible change - it could be an aura, affecting allies too. Art: it could add a little glow to the weapon/projectile, but more importantly - make an effect on the enemy, with some steam, like it was burning them. Stuff you see in vampire movies when they see sunlight ^^
I'll add more, when I think of something suitable, your thoughts?
Background:
This mastery is inspired by people like (surprise!) exorcists, witch hunters and institutions like Inquisition. It wouldn't be purely a caster mastery, though most of the skills would be spells.
Here are some skill ideas, to give you the picture:
Cleansing Strike
target, melee attack
Exorcist strikes the target with fury, releasing a wave of (holy?) energy. All, negative buffs suffered by the Exorcist are transfered to the target for full duration and to the secondary targets (damaged by the wave) for half the duration.
Ad.1. If you keep the structure, where you have skills which enhance other skills, a "subordinate" skill could add the wave effect or modify it in some way and/or make it work the other way around - that positive buffs on the target would be transfered to the Exorcist.
Ad.2. You could have the wave's shape vary, depending on which weapon the Exorcist is using. Smashing the target with a mace/hammer, would release a sort of a nova (damage in a circle around the target). Slashing the target with a sword would release a wave in a cone, behind the target. Thrusting him with a spear would cause linear damage, behind the target.
Notes: 'Holy' could not be a proper word here, while we do not know all the lore details.
Banish
target area debuff
The Exorcist banishes all enemy units in target area from this plane of the world, making them ethereal. Foes affected miss their attacks, but are also harder to hit (evasion) and suffer additional damage from spells/magic.
Notes: you could say it's partly ripped off from Warcraft 3, the Bloodmage. It is, since that game once defiled my mind by a lot ;)
Flaming Zeal
activable/aura, area of effect debuff, draining a lot of mana
The Exorcist starts his incantations, setting all, nearby, enemy units on fire. Damage + some secondary effect (decreased armour, whatever)
Ad.1. In-class synergy with Banish. Any, AoE damaging spell would work well with Banish.
Ad.2. It could burn the Exorcist too - then it could be used in conjunction with Cleansing Strike, to extend the duration of burn on enemy units.
Ad.3. An upgrade of this spell could add some buff for allies.
Notes: it should drain a lot of mana, unlike all those TQ aura spells. You shouldn't be able to regenerate mana fast enough to have it on for too long.
Holy Water
activable, draining mana on attack or a left-click attack enhancer
Exorcist soaks his weapon in an enchanted concoction, making his attacks deal additional damage to evil creatures (or a group of evil creatures, for example, demons) and making them miss their attacks.
Notes: Possible change - it could be an aura, affecting allies too. Art: it could add a little glow to the weapon/projectile, but more importantly - make an effect on the enemy, with some steam, like it was burning them. Stuff you see in vampire movies when they see sunlight ^^
I'll add more, when I think of something suitable, your thoughts?